ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/snake.C
(Generate patch)

Comparing deliantra/server/random_maps/snake.C (file contents):
Revision 1.3 by root, Thu Sep 14 22:34:02 2006 UTC vs.
Revision 1.13 by root, Fri Jul 2 15:03:57 2010 UTC

1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) Crossfire Development Team (restored, original file without copyright notice)
6 *
7 * Deliantra is free software: you can redistribute it and/or modify it under
8 * the terms of the Affero GNU General Public License as published by the
9 * Free Software Foundation, either version 3 of the License, or (at your
10 * option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the Affero GNU General Public License
18 * and the GNU General Public License along with this program. If not, see
19 * <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
1/* peterm@langmuir.eecs.berkeley.edu: this function generates a random 24/* peterm@langmuir.eecs.berkeley.edu: this function generates a random
2snake-type layout. 25snake-type maze.
3 26
4input: xsize, ysize; 27input: xsize, ysize;
5output: a char** array with # and . for closed and open respectively. 28output: a char** array with # and . for closed and open respectively.
6 29
7a char value of 0 represents a blank space: a '#' is 30a char value of 0 represents a blank space: a '#' is
8a wall. 31a wall.
9 32
10*/ 33*/
11 34
35#include <global.h>
36#include "random_map.h"
37#include "rproto.h"
12 38
13#include <stdio.h> 39void
14#include <global.h> 40make_snake_layout (layout &maze, int options)
15#include <time.h>
16
17
18
19
20char **
21make_snake_layout (int xsize, int ysize, int options)
22{ 41{
23 int i, j; 42 int i, j;
24 43
25 /* allocate that array, set it up */ 44 maze.clear ();
26 char **maze = (char **) calloc (sizeof (char *), xsize); 45 maze.border ();
27 46
28 for (i = 0; i < xsize; i++) 47 int xsize = maze.w;
29 { 48 int ysize = maze.h;
30 maze[i] = (char *) calloc (sizeof (char), ysize);
31 }
32
33 /* write the outer walls */
34 for (i = 0; i < xsize; i++)
35 maze[i][0] = maze[i][ysize - 1] = '#';
36 for (j = 0; j < ysize; j++)
37 maze[0][j] = maze[xsize - 1][j] = '#';
38 49
39 /* Bail out if the size is too small to make a snake. */ 50 /* Bail out if the size is too small to make a snake. */
40 if (xsize < 8 || ysize < 8) 51 if (xsize < 8 || ysize < 8)
41 return maze; 52 return;
42 53
43 /* decide snake orientation--vertical or horizontal , and 54 /* decide snake orientation--vertical or horizontal , and
44 make the walls and place the doors. */ 55 make the walls and place the doors. */
45 56
46 if (RANDOM () % 2) 57 if (rmg_rndm (2))
47 { /* vertical orientation */ 58 { /* vertical orientation */
48 int n_walls = RANDOM () % ((xsize - 5) / 3) + 1; 59 int n_walls = rmg_rndm (xsize - 5) / 3 + 1;
49 int spacing = xsize / (n_walls + 1); 60 int spacing = xsize / (n_walls + 1);
50 int orientation = 1; 61 int orientation = 1;
51 62
52 for (i = spacing; i < xsize - 3; i += spacing) 63 for (i = spacing; i < xsize - 3; i += spacing)
53 { 64 {
54 if (orientation) 65 if (orientation)
55 { 66 {
56 for (j = 1; j < ysize - 2; j++) 67 for (j = 1; j < ysize - 2; j++)
57 {
58 maze[i][j] = '#'; 68 maze[i][j] = '#';
59 } 69
60 maze[i][j] = 'D'; 70 maze[i][j] = 'D';
61 } 71 }
62 else 72 else
63 { 73 {
64 for (j = 2; j < ysize; j++) 74 for (j = 2; j < ysize; j++)
65 {
66 maze[i][j] = '#'; 75 maze[i][j] = '#';
67 } 76
68 maze[i][1] = 'D'; 77 maze[i][1] = 'D';
69 } 78 }
79
70 orientation ^= 1; /* toggle the value of orientation */ 80 orientation ^= 1; /* toggle the value of orientation */
71 } 81 }
72 } 82 }
73 else 83 else
74 { /* horizontal orientation */ 84 { /* horizontal orientation */
75 int n_walls = RANDOM () % ((ysize - 5) / 3) + 1; 85 int n_walls = rmg_rndm (ysize - 5) / 3 + 1;
76 int spacing = ysize / (n_walls + 1); 86 int spacing = ysize / (n_walls + 1);
77 int orientation = 1; 87 int orientation = 1;
78 88
79 for (i = spacing; i < ysize - 3; i += spacing) 89 for (i = spacing; i < ysize - 3; i += spacing)
80 { 90 {
81 if (orientation) 91 if (orientation)
82 { 92 {
83 for (j = 1; j < xsize - 2; j++) 93 for (j = 1; j < xsize - 2; j++)
84 {
85 maze[j][i] = '#'; 94 maze[j][i] = '#';
86 } 95
87 maze[j][i] = 'D'; 96 maze[j][i] = 'D';
88 } 97 }
89 else 98 else
90 { 99 {
91 for (j = 2; j < xsize; j++) 100 for (j = 2; j < xsize; j++)
92 {
93 maze[j][i] = '#'; 101 maze[j][i] = '#';
94 } 102
95 maze[1][i] = 'D'; 103 maze[1][i] = 'D';
96 } 104 }
105
97 orientation ^= 1; /* toggle the value of orientation */ 106 orientation ^= 1; /* toggle the value of orientation */
98 } 107 }
99 } 108 }
100 109
101 /* place the exit up/down */ 110 /* place the exit up/down */
102 if (RANDOM () % 2) 111 if (rmg_rndm (2))
103 { 112 {
104 maze[1][1] = '<'; 113 maze[1][1] = '<';
105 maze[xsize - 2][ysize - 2] = '>'; 114 maze[xsize - 2][ysize - 2] = '>';
106 } 115 }
107 else 116 else
108 { 117 {
109 maze[1][1] = '>'; 118 maze[1][1] = '>';
110 maze[xsize - 2][ysize - 2] = '<'; 119 maze[xsize - 2][ysize - 2] = '<';
111 } 120 }
121}
112 122
113
114 return maze;
115}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines